Hardware MSAA support for deferred render

This commit is contained in:
dexy
2019-12-04 20:14:11 +11:00
Unverified
parent 152d439f89
commit f333e64812
14 changed files with 231 additions and 48 deletions
@@ -392,6 +392,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="DirLightPS_MS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.1</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.1</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.1</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.1</ShaderModel>
</FxCompile>
<FxCompile Include="DirLightVS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
@@ -434,6 +444,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="LodLightsPS_MS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.1</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.1</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.1</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.1</ShaderModel>
</FxCompile>
<FxCompile Include="LodLightsPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
@@ -262,6 +262,12 @@
<FxCompile Include="LodLightsPS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
<FxCompile Include="DirLightPS_MS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
<FxCompile Include="LodLightsPS_MS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
</ItemGroup>
<ItemGroup>
<None Include="BasicPS.hlsli">
+66
View File
@@ -0,0 +1,66 @@
#include "LightPS.hlsli"
Texture2DMS<float> DepthTex : register(t0);
Texture2DMS<float4> DiffuseTex : register(t2);
Texture2DMS<float4> NormalTex : register(t3);
Texture2DMS<float4> SpecularTex : register(t4);
Texture2DMS<float4> IrradianceTex : register(t5);
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
};
PS_OUTPUT main(VS_Output input)
{
//switch (RenderMode)
//{
// case 5: c += diffuse.rgb; break;
// case 6: c += normal.rgb; break;
// case 7: c += specular.rgb; break;
//}
uint2 ssloc = uint2(input.Pos.xy); //pixel location
float2 spos = float2(input.Screen.xy / input.Screen.w);
float3 c = 0;
float d = 0;
float a = 0;
int sc = min(SampleCount, 8);
[unroll]
for (int i = 0; i < sc; i++)
{
float depth = DepthTex.Load(ssloc, i);
if (depth == 0) continue; //no existing subpixel rendered here
float4 diffuse = DiffuseTex.Load(ssloc, i);
float4 normal = NormalTex.Load(ssloc, i);
float4 specular = SpecularTex.Load(ssloc, i);
float4 irradiance = IrradianceTex.Load(ssloc, i);
float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
float3 camRel = cpos.xyz * (1 / cpos.w);
float3 norm = normal.xyz * 2 - 1;
float3 colour = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
c += colour;
d += depth;
a += 1;
}
c *= SampleMult;
d *= SampleMult;
a *= SampleMult;
if (d <= 0) discard;
PS_OUTPUT output;
output.Colour = float4(c, a);
output.Depth = d;
return output;
}
+2 -2
View File
@@ -18,8 +18,8 @@ cbuffer PSLightVars : register(b0)
uint RenderSamplerCoord;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
uint SampleCount;//for MSAA
float SampleMult;//for MSAA
}
+53
View File
@@ -0,0 +1,53 @@
#include "LightPS.hlsli"
Texture2DMS<float> DepthTex : register(t0);
Texture2DMS<float4> DiffuseTex : register(t2);
Texture2DMS<float4> NormalTex : register(t3);
Texture2DMS<float4> SpecularTex : register(t4);
Texture2DMS<float4> IrradianceTex : register(t5);
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
uint IID : SV_INSTANCEID;
};
float4 main(VS_Output input) : SV_TARGET
{
uint2 ssloc = uint2(input.Pos.xy); //pixel location
float2 spos = float2(input.Screen.xy / input.Screen.w);
float4 c = 0;
float d = 0;
int sc = min(SampleCount, 8);
[unroll]
for (int i = 0; i < sc; i++)
{
float depth = DepthTex.Load(ssloc, i);
if (depth == 0) continue; //no existing subpixel rendered here
float4 diffuse = DiffuseTex.Load(ssloc, i);
float4 normal = NormalTex.Load(ssloc, i);
float4 specular = SpecularTex.Load(ssloc, i);
float4 irradiance = IrradianceTex.Load(ssloc, i);
float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
float3 camRel = cpos.xyz * (1 / cpos.w);
float3 norm = normal.xyz * 2 - 1;
float4 colour = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
c += colour;
d += depth;
}
c *= SampleMult;
d *= SampleMult;
if (d <= 0) discard;
return c;
}